Disciples of Tzeentch – Magister on Disc of Tzeentch

This warscroll does not meet the selection criteria (see Settings tab).
DISCIPLES OF TZEENTCH WARSCROLL
Magister
on Disc of Tzeentch
14"
6
4+
2
Magisters are amongst the most magically powerful of Tzeentch’s mortal servants. It is they who lurk at the heart of an Arcanite cult, manipulating all and sundry to ensure the Change God’s will is carried out. Though they prefer to operate from their sorcerous lairs, when Magisters take to the field, they revel in unleashing their most devastating evocations. With a gesture, these master sorcerers summon roaring flames of every colour or exude rays of pure change-magic that warp enemies beyond recognition. The more outlandish the fate they can inflict, the more honour they do to the Changer of the Ways. Magisters who take a particular delight in the carnage of open magical warfare will seek out a Screamer to act as their mount, warping the daemonic creature’s flesh and alloying it with strange metals until it serves as a Disc of Tzeentch. Having eschewed the subtlety typical to their kind, they have embraced their role as the bringers of violent change. Contrails of flame billow in their wake as they blaze through the skies alongside other airborne minions. The Magisters hungrily draw upon these fires to wield as tools of annihilation, scouring the lands until they are more pleasing to Tzeentch’s ninefold gaze.
DISCIPLES OF TZEENTCH WARSCROLL
Magister
on Disc of Tzeentch
RANGED WEAPONS
RngAtkHitWndRndDmg
Tzeentchian Runestaff [Wyrdflame]
Tzeentchian Runestaff
Wyrdflame
18"13+4+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Warpsteel Sword
Warpsteel Sword33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Arcanite Cabalist, Any ARCANITE

Your Hero Phase
MAGIC-TOUCHED: Magisters are attuned to magical energy and can harness the raw essence of Chaos. There are those however, that delve too deep into this source of power.

Effect: If this unit successfully cast a spell this phase, for the rest of the turn:
  • Add 1 to this unit’s power level.
  • If 2 or more dice in a casting roll for this unit have the same value, the spell fails, its effect is not resolved and D6 mortal damage is inflicted on this unit.

Passive
MASTERS OF THE BLAZING SKIES: A Magister takes to the air surrounded by sorcerers and minions riding daemonic Discs.

Effect: While they are within this unit’s combat range, friendly DISC OF TZEENTCH units can use CHARGE abilities even if they used a RUN ability in the same turn.

KEYWORDS
HERO, WIZARD (1), CAVALRY, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, DISC OF TZEENTCH
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
© Vyacheslav Maltsev 2013-2024